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Intersite Game - Turn Discussion Thread

(July 31st, 2013, 14:03)kjn Wrote: As for builds:

Adventure One has just started on a bank, and I'm willing to switch to something military. Mansa's Muse is on the bank, and that's the single most important economic building we can get right now. Agree on that priests are probably superior there right now.

Tree Huggers is on a market, and it will finish this turn, so I see no reason to not finish it. The market in Seven Tribes is at 120/150, but we can probably finish it with the overflow from a catapult whip.

Eastern Dealers is on a market, but we can probably switch to something military.

I'm thinking whipping the courthouse in Forbidden Fruit (70/120) and French Riviera (44/120), and swapping Gourmet Menu, Simple Life, and The Covenant to something military.

I would leave MM on the Bank and swap every other city including TH, ST, FF, and FR to Catapults, whip the following turn based on Pindicator's analysis, and overflow everything into another Catapult, and whip those too. After the second round of Catapult whips I'd let the Markets at TH and ST finish, but I'd still build units out of FF and FR (and everywhere else).

(July 31st, 2013, 13:54)Mardoc Wrote: It's been clear to me since the beginning that this is Sullla's game, with an excessive amount of dedlurkers. He's made it clear that although he'll read 20 pages of discussion, the final decision is his. I haven't minded, I don't think many people mind.

I agree with what sunrise089 said about how to play a demogame. There is a difference between making the final call on an issue with no consensus (turn player prerogative) and overriding the will of the people. When Sulla makes a "there is no debate" statement I always chalk it up as hyperbole, since he's never actually gone against the majority. If I thought he actually meant it, then I would mind smile. Anyway, If he is not looking forward to yet another war, and the input from the peanut gallery is sucking his enjoyment out of those turns, having sunrise089 run the troop logistics makes perfect sense. Aside from Speaker I don't think there is any player on this team with as much MP combat experience.

Darrell
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Simple request:

Can we get the F1 screenshot every single turn? It's the easiest and quickest way for all of us who aren't logging into the game to see the big picture.

Demographics matter for C&D, but if we're actually going to have meaningful team discussions of what we should be doing, then we need to see what's actually going on.
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Cyne, can you log in and post the f1 screen each turn? I agree its valuable, and its something anyone can do... I would volunteer of I had access to civ more than a short window in the USA evening.
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(July 31st, 2013, 15:42)Ceiliazul Wrote: Cyne, can you log in and post the f1 screen each turn? I agree its valuable, and its something anyone can do... I would volunteer of I had access to civ more than a short window in the USA evening.

Not as much as I'd like over the next two weeks - I'm traveling a lot. Forums work on the iPhone, BtS not so much.

Nor have I ever logged in; are there any Steam-specific hangups with the aptmod?
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I generally take a F1 screen for C&D purposes every turn, so no trouble posting it when I'm back. If one has an account on aptmod.com one can also get a city view that is similar to the F1 screen (better in some ways, worse in some).
Furthermore, I consider that forum views should be fluid in width
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Would it be worth to peel off a few muskets from the stack to place in front line cities now, so they can build up to 25% fortify bonus?

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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(July 31st, 2013, 12:04)Sullla Wrote: Most of the recent draftees have been heading to the tile two south of Ditchdigger, northwest of the horses. This is not my favorite tile to put one-movers on; I would prefer a tile east, if that wasn't a peak. However, we need these units to be able to cover Ditchdigger or Brick By Brick instantly, and so that's the tile we need to be on. Fortunately neither city can be hit by two-movers without giving us a turn to reinforce. Also, as strange as it may seem, CivPlayers does not have vision on that tile I mentioned before, nor do they get vision from one of our cities via espionage there. And if they would try to attack that tile, it can only be with two-movers across a river, where our muskets should clean up their knights easily.

Wait, so CPers really don't have espionage city visibility on Ditchdigger? Wow, does the formula really work out that way? Because Ditchdigger is on a hill and that grants 2-tiles of vision.

Therefore, if that's the case and our defensive surprise goes out the window, should we plant out zone defence stack 1N, so it has a hope of reaching Mano? Or should we abandon Mano because it's doomed? On yet the other hand, Mano might be vital to link our northwestern and far western cities.

Finally, I absolutely agree on running counterespionage. Reason being is that it's the only thing that would make our rifles useful. Castles are either all-or-nothing, either brutally difficult to bring down, or will collapse under a single spy revolt roll. Anything to tilt that roll in our favour helps.
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Quote:Mano is much more difficult to defend, since it can be hit by two-movers instantly on the first turn of an attack. I'm going to put our old maces inside the city (they can just move inside on T170 itself) and that combined with city walls (eot 169) and castle (eot 171 if the city is still standing) should hold against any two-mover threat. CivPlayers doesn't have Gunpowder tech, which means a castle will basically stop them dead. We just need the warm bodies to stall for time, and we'll have that coming down from the German front.
That... seems like a mistake. Like nic says, they will almost certainly be using spy revolts to take down our city defenses. If we follow this plan, civ players has the opportunity to hit all our maces with knights at high odds, then retreat to heal before we can counter. Plus we can't hit them with catapults. Or they could just throw everything at brick by brick, and hit it before our maces have time to get down to help out.

I think we can use our huge size our advantage. Yes, it's a pain being spread out so far, but it also makes it almost impossible for the dogpilers to combine their forces into one stack. And since we have so many cities, it really doesn't matter if we lose a few tiny border towns like Mano. We should keep our forces together, and take out first civplayers then apolyton then (if necessary) CFC, using superior numbers and collateral damage each time. If they burn a few cities while we're moving forced around, so be it, because if we win this war we win the game.
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Great point by Ubercannon. If we can destroy an army at the cost of a city then that's a great trade.
Suffer Game Sicko
Dodo Tier Player
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@Sunrise

I don't think we'd have to worry about WPC:
1) They lost most of their army when the Germans suicided against them.
2) They don't know how to fight wars against humans.
3) They will probably try and clever themselves to death.
4) They can't even bust longbows.

At best an annoyance and tons of pillaging.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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